Resource Sustain Taliyah
I have a habit of trying to look at abilities in ways that people undervalue, and Taliyah's Q has an interesting mechanic that I think people are overlooking.
So her Q has two forms of cast, on worked ground and off. Everyone is focusing on using her Q on non-worked ground because it deals more damage, so of course it is naturally more appealing. When I see something like this, I tend to think, why did Riot decide to incorporate this mechanic? She passively gains movement speed, but not an overwhelming amount, so I don't think this was the big trade off. Instead of firing five rocks, she fires only one, and it deals the same amount of damage as one of the rocks she throws on non-worked ground. So she potentially deals about a fifth of the damage. It HAS to be the refunded mana. She really does have mana problems without using this mechanic. Without mana items, she only has around 1000 mana at max level. Q is her cheapest ability, at max rank costing 80 mana. Even this is nearly one tenth of her maximum mana. That's a problem!
So my theory here is Riot designed her Q to provide a way to be able to farm/poke with sustained mana until she is able to engage with her Q with greater damage and full combo to secure the kill.
Now, I have an idea for how to build her to support this. It may be a bit more than needed in order to accomplish a sustainable kit, but I think it would work very well.
Rushing Tear will help you start stacking mana and make the cost of all of her abilities better by refunding 15% of the mana cost on cast. This especially works well with Q cast on worked ground as it should refund the amount of mana cost before the ability refund. So it should refund 0.15 x 60 = 9 mana before refunding an additional 30 mana. On top of that, it adds 4 mana to your maximum mana pool, resulting in a net cost of -17 mana at first rank.
After stacking Tear, this should be enough to resolve her mana problems. However, I think rushing for Rod of Ages after will help her survivability, it has good synergy with Tear items because of the mana it offers, and the new passive will help to restore HP every time mana is spent. If I am correct about the way these items and abilities are worded, this passive should be very efficient because the HP restored should still be based on the total mana cost before all refunds. So even with Q at max rank, you will restore 20 HP, 27.5 HP for E & W.
Upgrading Tear to Archangle's Staff will increase the amount of mana refunded from 15% to 25% and grant +8 mana per stack. While stacking, each Q on worked ground will cost 80 at max ranks, refunded half (40), refunded 25% (20), granted +8 max mana.
-80 + 40 + 20 + 8 = -12 mana
So with what we have now, each cast of Q on worked ground costs you a net of 12 mana and you will gain 20 HP. That's pretty efficient.
By the time you have completed this item, you will probably have at least a third item and mana will no longer be an issue. Using Q on non-worked ground will probably be something you had transitioned to easily already, and your AP should have stacked up enough to keep you relevant.
Other items Consider, some more mana items, some defense stats, some CDR, and of course more AP
I like the sound of
for a defensive build and some
to go with them for movement speed utility.
If you want a more offensive build
will offer the AP needed, a bit of CDR and the movement speed
would be good boots for the m-pen.
Anyways that's my idea. Let me know what you think, and if anyone has access to PBE, please try this out and let me know what you think.